mirror of
https://github.com/bulletphysics/bullet3
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9fef6c1d66
First run the App_PhysicsServer_SharedMemory_VR_vs2010.exe to run the VR server, then run App_VRGloveHandSimulator. You likely need to tune the minV/maxV for each finger (check values using Arduino IDE Serial Monitor)
187 lines
4.4 KiB
C++
187 lines
4.4 KiB
C++
#include "b3SoundEngine.h"
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#include "RtAudio.h"
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#include "b3AudioListener.h"
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#include "b3SoundSource.h"
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#include "Bullet3Common/b3AlignedObjectArray.h"
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#include "b3ReadWavFile.h"
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#include "../Utils/b3ResourcePath.h"
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#include "Bullet3Common/b3HashMap.h"
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// The default real-time audio input and output buffer size. If
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// clicks are occuring in the input and/or output sound stream, a
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// larger buffer size may help. Larger buffer sizes, however, produce
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// more latency.
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//const unsigned int RT_BUFFER_SIZE = 1024;
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const unsigned int RT_BUFFER_SIZE = 256;
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struct b3SoundEngineInternalData
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{
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b3AudioListener m_listener;
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RtAudio m_dac;
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bool m_useRealTimeDac;
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b3AlignedObjectArray<b3SoundSource*> m_soundSources;
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b3HashMap<b3HashInt, b3ReadWavFile*> m_wavFiles;
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b3HashMap<b3HashString, int> m_name2wav;
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int m_wavFileUidGenerator;
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b3SoundEngineInternalData()
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: m_useRealTimeDac(false),
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m_wavFileUidGenerator(123)
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{
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}
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};
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b3SoundEngine::b3SoundEngine()
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{
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m_data = new b3SoundEngineInternalData();
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}
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b3SoundEngine::~b3SoundEngine()
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{
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exit();
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delete m_data;
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}
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void b3SoundEngine::init(int maxNumSoundSources, bool useRealTimeDac)
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{
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for (int i = 0; i < maxNumSoundSources; i++)
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{
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b3SoundSource* source = new b3SoundSource();
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m_data->m_soundSources.push_back(source);
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m_data->m_listener.addSoundSource(source);
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}
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this->m_data->m_useRealTimeDac = useRealTimeDac;
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if (useRealTimeDac)
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{
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RtAudioFormat format = (sizeof(double) == 8) ? RTAUDIO_FLOAT64 : RTAUDIO_FLOAT32;
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RtAudio::StreamParameters parameters;
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parameters.deviceId = m_data->m_dac.getDefaultOutputDevice();
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parameters.nChannels = 2;
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unsigned int bufferFrames = RT_BUFFER_SIZE;
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double sampleRate = m_data->m_listener.getSampleRate();
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m_data->m_dac.openStream(¶meters, NULL, format, (unsigned int)sampleRate, &bufferFrames, &b3AudioListener::tick,
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(void*)m_data->m_listener.getTickData());
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m_data->m_dac.startStream();
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}
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}
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void b3SoundEngine::exit()
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{
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m_data->m_dac.closeStream();
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m_data->m_useRealTimeDac = false;
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for (int i = 0; i < m_data->m_soundSources.size(); i++)
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{
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m_data->m_listener.removeSoundSource(m_data->m_soundSources[i]);
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m_data->m_soundSources[i]->stopSound();
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delete m_data->m_soundSources[i];
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}
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m_data->m_soundSources.clear();
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for (int i=0;i<m_data->m_wavFiles.size();i++)
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{
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b3ReadWavFile** wavPtr = m_data->m_wavFiles.getAtIndex(i);
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if (wavPtr && *wavPtr)
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{
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b3ReadWavFile* wav = *wavPtr;
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delete wav;
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}
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}
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m_data->m_wavFiles.clear();
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m_data->m_name2wav.clear();
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}
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int b3SoundEngine::getAvailableSoundSource()
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{
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for (int i = 0; i < m_data->m_soundSources.size(); i++)
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{
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if (m_data->m_soundSources[i]->isAvailable())
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{
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return i;
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}
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}
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return -1;
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}
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void b3SoundEngine::startSound(int soundSourceIndex, b3SoundMessage msg)
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{
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b3SoundSource* soundSource = m_data->m_soundSources[soundSourceIndex];
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soundSource->setOscillatorAmplitude(0,msg.m_amplitude);
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soundSource->setOscillatorAmplitude(1,msg.m_amplitude);
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soundSource->setADSR(msg.m_attackRate,msg.m_decayRate,msg.m_sustainLevel,msg.m_releaseRate);
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switch (msg.m_type)
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{
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case B3_SOUND_SOURCE_SINE_OSCILLATOR:
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{
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soundSource->setOscillatorFrequency(0, msg.m_frequency);
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soundSource->setOscillatorFrequency(1, msg.m_frequency);
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soundSource->startSound(msg.m_autoKeyOff);
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break;
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}
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case B3_SOUND_SOURCE_WAV_FILE:
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{
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b3ReadWavFile** wavFilePtr = m_data->m_wavFiles[msg.m_wavId];
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if (wavFilePtr)
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{
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b3ReadWavFile* wavFile = *wavFilePtr;
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soundSource->setWavFile(0,wavFile,getSampleRate());
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soundSource->setWavFile(1,wavFile,getSampleRate());
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soundSource->startSound(msg.m_autoKeyOff);
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}
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break;
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}
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default:
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{
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}
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}
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}
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void b3SoundEngine::releaseSound(int soundSourceIndex)
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{
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b3SoundSource* soundSource = m_data->m_soundSources[soundSourceIndex];
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soundSource->stopSound();
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}
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int b3SoundEngine::loadWavFile(const char* fileName)
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{
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int* wavUidPtr = m_data->m_name2wav[fileName];
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if (wavUidPtr)
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{
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return *wavUidPtr;
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}
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char resourcePath[1024];
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if (b3ResourcePath::findResourcePath(fileName, resourcePath, 1024))
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{
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b3ReadWavFile* wavFile = new b3ReadWavFile();
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wavFile->getWavInfo(resourcePath);
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wavFile->resize();
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wavFile->read(0, true);
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wavFile->normalize(1);
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int wavUID = m_data->m_wavFileUidGenerator++;
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m_data->m_wavFiles.insert(wavUID, wavFile);
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m_data->m_name2wav.insert(fileName,wavUID);
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return wavUID;
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}
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return 0;
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}
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double b3SoundEngine::getSampleRate() const
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{
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return m_data->m_listener.getSampleRate();
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}
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